I like using John's book, and I have not been following this thread, but I want to respond to what John has said about video games. I have not read the studies showing detrimental effects. I have looked at Gee's "What Video Games have to Teach us about Literacy and Learning" and find some good ideas there. Others have similar points to make. Anecdotal evidence in our house points to some real power in, and some positives from, video games. I've had plenty of (good) students, some women, in the last 5 years who were gamers.
Nor is it just video games that separate boys from girls. For instance, in the past years there have been monumental, well justified efforts to support girls in schools. The school-centered opportunities for girls now versus when I grew up are phenomenal. I have a daughter and I applaud the changes. (In fact those changes could still go further.) I have a son too. I see very little effort having been put toward lifting boys up. His experience is moch more like mine 35 years earlier. (The perception has been they've been on top -- yet they're weaker academically. Check out, for instance, "The Wonder of Boys", Michael Gurian.) One further difference I see in what my son (the older child) is getting in school versus what I got is the pace of the curriculum. He's doing great. But he's learning more sooner, and started preschool at a younger age. Maybe that isn't all good. Maybe boys, who mature slowly, respond poorly. (Which does not explain why girls don't compute...) So before I buy into blaming video games for gender gaps, I would like to see a whole lot more study. We as students of computing should be among the investigators. The technology we study has enabled video games. We should be looking at gaming far beyond simple judgement, and beyond issues of how to code, looking at levels of design and impact as well. Who knows, maybe it would even be a good idea if we played a few games... %^) -----Original Message----- From: [EMAIL PROTECTED] on behalf of John Zelle Sent: Mon 12/6/2004 2:12 PM To: [EMAIL PROTECTED] Subject: [Edu-sig] Acadmic gender gap (was Thoughts) OK, I lost one message, and then this one was bounced as Spam. I'm trying to post this one last time with a clean subject heading. Hello, I had a long, detailed reply to this post that got "eaten" by the dog that is our email system. This is a shorter note, as Douglas has already posted some ideas that touched on mine regarding women in computer science. The dominance of girls/women in academics now is well-attested. At the undergraduate level we struggle to get high-quality male students, and our Dean's list is about 2/3 women. However, I personally doubt that this has very much to do with any pro-girl agenda in our schools. As far as I can tell (my first child is in first grade now), public education has not changed a whole lot since I went through. And the article points out that what changes have been made are a reflection of new economic realities, not any political agenda. What I think has changed significantly is what our children are doing outside of school. They are watching television, surfing the Internet, and playing video games. There is a growing list of credible scientific research showing that computers and video games for young children are actually detrimental to developing creativity, problem solving skills, concentration (on non-computer tasks) and social skills. There are also some preliminary studies showing a link between electronic media exposure and the epidemic of ADHD diagnoses with its concommitant drugging of our children to "improve their concentration." The time spent huddled with a video game is time not spent out experiencing the real world in all it's richness. It's time not spent in meaningful social interation with peers. Although I love computers, I am in no hurry to expose my youngsters to the virtual world. What has this got to do with an academic gender gap? Well, it's primarily boys that are playing video games and messing around on computers. I just saw an article in Newsweek or Time (can't remember which) that documented how traditional toy manufacturers are getting crushed by the gameboy, xbox, Playstation, and computer-game competition. Boys are starting down this road already in the 3-6 age group. Girls are increasingly affected, but still play with more traditional toys up until age 10 or so. It could just be that the reason boys are not succeeding at the same rate has nothing to do with education per se, but with the increasing number who are simply ill-equipped for school. My hunch is that a well-behaved, non-video-gaming boy does just as well in the supposed "new curriculum" as his female counterpart. Some study needs to be done on this. Given that fewer boys are succeeding, we darn well better figure out ways to attract talented girls/women to the IT field, or we will be in sorry shape. And heaven help us when the marketers finally find the killer electronic game for young girls; that will equalize the playing field in the worst possible way. Those are a few of my thoughts... --John _______________________________________________ Edu-sig mailing list [EMAIL PROTECTED] http://mail.python.org/mailman/listinfo/edu-sig _______________________________________________ Edu-sig mailing list [EMAIL PROTECTED] http://mail.python.org/mailman/listinfo/edu-sig
